Garuda leaps into the air to pounce at an enemy target within 30 meters, violently slashing the victim with her talons to inflict ? damage and Knockdown, or instantly killing the target if its current health was at or below 35% when Dread Mirror was cast.

Garuda must have sufficient space to land next to the victim to cast this ability.

Once Garuda strikes the victim, she rips its lifeforce out to conjure a Dread Mirror in front of her for 13 / 15 / 18 / 20 seconds. The dread mirror is a large hovering invulnerable frontal shield that reorients itself to face the player's camera direction. All incoming enemy ranged and melee attacks are blocked by the mirror on contact, while the damage is absorbed into the Dread Heart beating above the mirror's frame; incoming enemy damage is first multiplied by 1 / 1.5 / 1.75 / 2 times then absorbed by the heart.

10% of the victim's health is absorbed as initial damage for the heart when Garuda strikes the target.

If the victim is instantly killed, the health absorbed is increased from 10% to 20%.

The mirror hits once as soon as you reach your victim unless they are instantly killed.

Damage absorbed is displayed in numeric value above the heart.

Dread mirror lasts until it expires or the dread heart is thrown, while the dread heart will persist until thrown even after the mirror disappears and can absorb damage from multiple dread mirrors indefinitely.

Mirror does not block area of effect abilities such as Heavy Gunner ground slam.

While the Dread Heart is floating above Garuda, holding down the ability button (default 1 ) causes Garuda to grasp the heart in her talons and drain 50Energy per second to continuously increase the absorbed damage by 50% of the currently stored damage value per second. Releasing the ability button causes Garuda to throw the heart as a high velocity explosive projectile toward the location on the aiming reticle. The heart bursts on impact with an enemy or a surface to inflict the amplified damage and a guaranteed ImpactStatus Effect to all enemies within a 6 / 7 / 8 / 10 meter radius.

Can be recast while active to pounce at a target and refresh the mirror's duration.

Can be cast while airborne.

Casting Dread Mirror is full body animation that relocates Garuda to her target. Charging the dread heart is an upper body animation that restricts Garuda to the ground allowing her to move at walking pace, but prevents other actions until the heart is thrown.

Synergizes well with Guardian Derision, making more enemies attack Garuda and her Dread Mirror, allowing quick, indefinite damage build up for Dread Heart.

Combined with Blood Altar, Garuda can effectively tank and shrug off most damage that comes her way.

Considering how far Garuda can move with her pounce, it can make for an effective means to escape an encounter while defending yourself.

Facing Dread Mirror outward while standing in the corner makes Garuda less vulnerable to direct attacks.

Using the ability multiple times before unleashing the heart will ramp up the damage rapidly, eliminating the reliance on enemy aggro.

Dread Mirror can prevent some AoE damage like explosion from the barrel.

Dread Mirror can protect Garuda from Arc Trap, providing the Mirror is between her and the trap. The trap will self-destruct after 3 seconds as if it has been activated, but since there is no arc occurs, no damage will be absorbed.

Rolling into enemies with Dread Mirror active and facing toward said enemies will ragdoll them, frequently drag them along for a brief moment, and send them flying for several meters. This is a good makeshift crowd control.

Garuda charges to an enemy target within 30 meters, slashing it with her talons with a spiralling uppercut that impales the victim upon an altar of talons for 10 / 15 / 15 / 20 seconds. While impaled, the enemy is completely disabled as it stays suspended above the altar helplessly, becomes invulnerable to incoming damage, and bleeds profusely emitting an aura with a 4 / 4.5 / 5 / 6 meter radius; when Garuda or her allies stand within the aura, blood flows from the victim to them, restoring 15% / 17% / 20% / 25% of their missing Health per second, while draining 1% of maximum health per second from the victim. Up to a maximum of 3 altars can be created.

Health per second is displayed as a buff icon beside the player's shield and health bars.

Garuda must have sufficient space to land next to the victim to cast this ability.

Health restored per second is a percentage of the difference between the current and maximum health of the player or NPC being healed. It is not dependent on the enemy's current or maximum health.

Pressing the ability button (default 2 ) while aiming at an enemy impaled by Blood Altar will release the victim early before duration expires. Damage from outside sources inflicted on the victim while it was invulnerable will be dealt in full when it is released, and all Status Effects it received will resume their effects.

Garuda does not leap to the target to release it from the altar, instead she performs the action from her current position.

Casting Blood Altar is a full body animation that relocates Garuda to her target. Releasing a target does not play an animation on Garuda.

The aura radius is constantly visible to Garuda and her allies.

Enemies impaled on a Blood Altar visually appears to be covered in blood while they bleed constantly.

Garuda slashes herself with her talons as she spins into the air, sacrificing up to 50% of her maximum Health and restoring up to 18% / 20% / 22% / 25% of her maximum Energy capacity. Garuda cannot reduce her health below 2 health points using Bloodletting.

Health cost is 50% of Garuda's maximum HP, including mods.

Energy gain is the listed % of her maximum energy, including mods.

Energy gain is affected by Ability Efficiency. For example, 160% Efficiency results in 62.5% Energy gain, while 175% Efficiency results in a 100% gain. This follows the formula:

Total Energy Gain = Base Energy Gain ÷ (2 - Ability Efficiency).

Bloodletting can be cast if Garuda has less than 50% of her maximum HP remaining, but will only restore energy proportionate to the amount of HP sacrificed. For example, if she has 25% of her health left (or 50% of 50%) when Bloodletting, the energy gain will be halved.

High enough armor, Energy, and the use of Quick Thinking can effectively make this ability put the Death's Gate passive at a constant max state with a small failsafe with energy.

This ability gains no benefits from increasing your max HP. Having lower max HP lets you use flat HP regeneration such as health orbs or Oberon's Renewal to generate more energy more quickly.

Use of Blood Altar and this ability can give Garuda a near infinite supply of energy. Because Blood Altar heals a percentage of your max HP, having higher max HP will make you more durable standing in your altar without impacting your energy generation rate.

Garuda channels her sanguine blood beneath herself as her talons quiver in anticipation, before unleashing 8 flying spears to pierce through all enemies within the area. Enemies pierced by Garuda's flying talons will receive 75 / 100 / 125 / 150Slash damage and become stunned momentarily.

Holding down the ability button (default 4 ) will show a focus ring indicating area of effect of the ability.

Releasing the ability button will unleash 8 talons as homing projectiles that cannot be obstructed by walls and the environment, piercing through all enemies within the focus ring and inflicting Slash proc.

Each enemy will always be pierced at least once by the projectiles. However, they can also be pierced multiple times in a single skill use.

For an example, using Seeking Talon on a single enemy will damage said enemy 8 times in quick succession.